T'shann

Small aberration, neutral

Armor Class

8 (natural armor)

Hit Points

32 (5d6 + 15)

Speed

10 ft., burrow 10 ft.

STR

10 (+0)

DEX

4 (-3)

CON

16 (+3)

INT

2 (-4)

WIS

10 (+0)

CHA

12 (+1)

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

--

Challenge

1 (200 XP)

Acidic Secretions. A creature who touches the t’shann takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the t’shann corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the t’shann is destroyed after dealing damage. In addition, nonmagical armor worn by the target of any of the t’shann’s attacks is partly dissolved and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Alien Thoughts. When a creature enters or starts its turn within 30 feet of the t’shann, the creature must make a DC 13 Wisdom saving throw, unless the t’shann is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1–4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 5 (2d4) acid damage.

Spew Acid. Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 5 (2d4) acid damage.

small
aberration
cr1
tome-of-horrors